character animations, gamecontroller

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Darius committed 2025-01-20 20:44:44 -05:00
1 parent 205e8d43b5
commit 65ad562241
21 files changed
+556 -36

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+6 -1
View File
@@ -1,4 +1,5 @@
class_name Bullet extends Area2D
@onready var bulletGraphic: Sprite2D = $Sprite2D
var speed = 700
signal hit
@@ -16,9 +17,13 @@ func _physics_process(delta: float) -> void:
position += transform.x * speed * delta
func setSpeed(value):
speed = value
if speed <0:
bulletGraphic.flip_h = true
else:
bulletGraphic.flip_h = false
func _on_body_entered(body: Node2D) -> void:
print("Bullet hits something")
if not body.is_in_group("player"):
hit.emit(body)
hit.emit(self, body)
@@ -13,21 +13,25 @@ var pushTarget
var pushRightEnabled = false
var pushLeftEnabled = false
@export var PUSH_FORCE = 700
@onready var animation: AnimatedSprite2D = $AnimatedSprite2D
# Bullet Attack Variables
@onready var right_target: Node2D = $RightTarget
@onready var left_target: Node2D = $LeftTarget
var isJumping = false
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
else:
isJumping = false
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
animation.play("jump")
isJumping = true
# Shove Attack
if Input.is_action_just_pressed("shove"):
@@ -39,25 +43,33 @@ func _physics_process(delta: float) -> void:
if Input.is_action_just_pressed("shoot"):
#print("I want to shoot")
#make a new bullet
var myBullet = %SceneManager.bulletFactory()
#var myBullet = bullet.instantiate()
owner.add_child(myBullet)
myBullet.transform = right_target.global_transform
if faceLeft == true:
myBullet.transform = left_target.global_transform
myBullet.setSpeed(-700)
var myBullet = %SceneManager.makeBullet(left_target.global_transform,-700)
#myBullet.transform = left_target.global_transform
#myBullet.setSpeed(-700)
if faceLeft == false:
var myBullet = %SceneManager.makeBullet(right_target.global_transform,700)
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("left", "right")
if direction:
velocity.x = direction * SPEED
if direction <0:
if not isJumping:
animation.play("run")
faceLeft = true
animation.flip_h = true
if direction >0:
if not isJumping:
animation.play("run")
faceLeft = false
animation.flip_h = false
else:
if not isJumping:
animation.play("idle")
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
+7 -2
View File
@@ -3,7 +3,8 @@ extends Node2D
var boxTotal = 4
var timer:=Timer.new()
var countdown = 10
var totalCrates = 0
signal destroyBox(body)
# C alled when the node enters the scene tree for the first time.
func _ready() -> void:
add_child(timer)
@@ -37,4 +38,8 @@ func _on_trigger(effect: Variant, body) -> void:
func bulletHit(body):
print("Game controller knows bullet hit something")
if body.is_in_group("destructable"):
body.queue_free()
destroyBox.emit(body)
func countCrates(value):
totalCrates = value
+32 -4
View File
@@ -1,10 +1,20 @@
extends Node
@onready var game: Node2D = $".."
@onready var crates: Node2D = $"../crates"
var bullet = preload("res://scenes/bullet.tscn")
var bulletArray:Array = []
var bulletsMadeTotal :=0
var totalCrates = 0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
game.destroyBox.connect(boxDestroy)
for obj in crates.get_children():
if obj.is_in_group("destructable"):
#increase the box counter
totalCrates +=1
# Called every frame. 'delta' is the elapsed time since the previous frame.
@@ -13,10 +23,28 @@ func _process(delta: float) -> void:
func bulletFactory():
print("Factory will make a bullet")
var myBullet = bullet.instantiate()
myBullet.connect("hit", onBulletHit)
var myBullet
if bulletArray.size() < 10:
myBullet = bullet.instantiate()
myBullet.connect("hit", onBulletHit)
owner.add_child(myBullet)
else:
myBullet = bulletArray.pop_back()
bulletArray.push_front(myBullet)
return myBullet
func makeBullet(position, speed):
var myBullet = bulletFactory()
myBullet.transform = position
myBullet.setSpeed(speed)
return myBullet
func onBulletHit(body):
func onBulletHit(bullet, body):
bullet.position = Vector2(-100,-100)
bullet.setSpeed(0)
print("Scene manager knows bullet hit")
game.bulletHit(body)
func boxDestroy(body):
print("test")
body.queue_free()